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   <div id="projectname">3dchess
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   <div id="projectbrief">Basic chess application with OpenGL graphics and AI</div>
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<p>FreeType Headers.  
<a href="#details">More...</a></p>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structfreetype_1_1font__data.html">font_data</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This holds all of the information related to any freetype font that we want to create.  <a href="structfreetype_1_1font__data.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:a981150240e80575557b231868177c5b5"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacefreetype.html#a981150240e80575557b231868177c5b5">next_p2</a> (int a)</td></tr>
<tr class="memdesc:a981150240e80575557b231868177c5b5"><td class="mdescLeft">&#160;</td><td class="mdescRight">This function gets the first power of 2 &gt;= the int that we pass it.  <a href="#a981150240e80575557b231868177c5b5">More...</a><br/></td></tr>
<tr class="separator:a981150240e80575557b231868177c5b5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9db85ebd3adad5185e1a740ba92ff32e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a9db85ebd3adad5185e1a740ba92ff32e"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacefreetype.html#a9db85ebd3adad5185e1a740ba92ff32e">make_dlist</a> (FT_Face face, char ch, GLuint list_base, GLuint *tex_base)</td></tr>
<tr class="memdesc:a9db85ebd3adad5185e1a740ba92ff32e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a display list coresponding to the give character. <br/></td></tr>
<tr class="separator:a9db85ebd3adad5185e1a740ba92ff32e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a27b62f2658330a223933978f2c56470d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacefreetype.html#a27b62f2658330a223933978f2c56470d">pushScreenCoordinateMatrix</a> ()</td></tr>
<tr class="memdesc:a27b62f2658330a223933978f2c56470d"><td class="mdescLeft">&#160;</td><td class="mdescRight">A fairly straight forward function that pushes a projection matrix that will make object world coordinates identical to window coordinates.  <a href="#a27b62f2658330a223933978f2c56470d">More...</a><br/></td></tr>
<tr class="separator:a27b62f2658330a223933978f2c56470d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a64f3927a9b9fe1d58e464ea4556fa0a5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacefreetype.html#a64f3927a9b9fe1d58e464ea4556fa0a5">pop_projection_matrix</a> ()</td></tr>
<tr class="memdesc:a64f3927a9b9fe1d58e464ea4556fa0a5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pops the projection matrix without changing the current MatrixMode.  <a href="#a64f3927a9b9fe1d58e464ea4556fa0a5">More...</a><br/></td></tr>
<tr class="separator:a64f3927a9b9fe1d58e464ea4556fa0a5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa6d99f1f71b88d54f4d138f47866d733"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacefreetype.html#aa6d99f1f71b88d54f4d138f47866d733">print</a> (const <a class="el" href="structfreetype_1_1font__data.html">font_data</a> &amp;ft_font, float x, float y, const char *fmt,...)</td></tr>
<tr class="memdesc:aa6d99f1f71b88d54f4d138f47866d733"><td class="mdescLeft">&#160;</td><td class="mdescRight">Much like Nehe's glPrint function, but modified to work with freetype fonts.  <a href="#aa6d99f1f71b88d54f4d138f47866d733">More...</a><br/></td></tr>
<tr class="separator:aa6d99f1f71b88d54f4d138f47866d733"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>FreeType Headers. </p>
<p>OpenGL Headers Some STL headers Using the STL exception library increases the chances that someone else using our code will corretly catch any exceptions that we throw. MSVC will spit out all sorts of useless warnings if you create vectors of strings, this pragma gets rid of them. Wrap everything in a namespace, that we can use common function names like "print" without worrying about overlapping with anyone else's code. </p>
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          <td class="memname">int freetype::next_p2 </td>
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          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>a</em></td><td>)</td>
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<p>This function gets the first power of 2 &gt;= the int that we pass it. </p>

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          <td class="memname">void freetype::pop_projection_matrix </td>
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<p>Pops the projection matrix without changing the current MatrixMode. </p>

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          <td class="memname">void freetype::print </td>
          <td>(</td>
          <td class="paramtype">const font_data &amp;&#160;</td>
          <td class="paramname"><em>ft_font</em>, </td>
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          <td class="paramtype">float&#160;</td>
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          <td class="paramtype">const char *&#160;</td>
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          <td class="paramtype">&#160;</td>
          <td class="paramname"><em>...</em>&#160;</td>
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<p>Much like Nehe's glPrint function, but modified to work with freetype fonts. </p>
<p>The flagship function of the library - this thing will print out text at window coordinates x,y, using the font ft_font.</p>
<p>The current modelview matrix will also be applied to the text. </p>

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          <td class="memname">void freetype::pushScreenCoordinateMatrix </td>
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<p>A fairly straight forward function that pushes a projection matrix that will make object world coordinates identical to window coordinates. </p>

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